DX11 code maintenance, part 5:

Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat.


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6906 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2011-01-24 11:57:17 +00:00
parent e0c6092721
commit f33cd7cbbd
11 changed files with 40 additions and 89 deletions

View File

@ -64,7 +64,7 @@ public:
~GLVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
virtual void SetupVertexPointers();
virtual void EnableComponents(u32 components);
};
@ -180,7 +180,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
this->vtx_decl = _vtx_decl;
}
void GLVertexFormat::SetupVertexPointers() const {
void GLVertexFormat::SetupVertexPointers() {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
#ifdef USE_JIT